192 lines
6 KiB
C++
192 lines
6 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/elevator.h $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 9/13/01 11:42a $*
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* *
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* $Revision:: 16 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef ELEVATOR_H
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#define ELEVATOR_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef __ACCESSIBLE_PHYS_H
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#include "accessiblephys.h"
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#endif
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#include "gameobjref.h"
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class AudibleSoundClass;
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class SmartGameObj;
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/*
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** Call zone IDs
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*/
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typedef enum
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{
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ZONE_LOWER_CALL = 0,
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ZONE_LOWER_INSIDE,
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ZONE_UPPER_CALL,
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ZONE_UPPER_INSIDE,
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ZONE_MAX
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} ELEVATOR_ZONE;
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/*
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** ElevatorPhysDefClass
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*/
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class ElevatorPhysDefClass : public AccessiblePhysDefClass
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{
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public:
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ElevatorPhysDefClass(void);
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virtual uint32 Get_Class_ID( void ) const;
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virtual const char * Get_Type_Name(void) { return "ElevatorPhysDef"; }
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virtual bool Is_Type(const char *);
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virtual PersistClass * Create( void ) const ;
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virtual bool Save( ChunkSaveClass &csave );
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virtual bool Load( ChunkLoadClass &cload );
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virtual const PersistFactoryClass & Get_Factory( void ) const;
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const OBBoxClass & Get_Zone (ELEVATOR_ZONE id) const { return CallZones[id]; }
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DECLARE_EDITABLE( ElevatorPhysDefClass, AccessiblePhysDefClass );
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protected:
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OBBoxClass CallZones[4];
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float CloseDelay;
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float DoorClosedTop_FrameNum;
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float DoorOpeningBottom_FrameNum;
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float ElevatorStartTop_FrameNum;
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float ElevatorStoppedBottom_FrameNum;
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int DoorOpenSoundDefID;
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int DoorCloseSoundDefID;
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int DoorUnlockSoundDefID;
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int DoorAccessDeniedSoundDefID;
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int ElevatorMovingSoundDefID;
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friend class ElevatorPhysClass;
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};
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/*
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** ElevatorPhysClass
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*/
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class ElevatorPhysClass : public AccessiblePhysClass
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{
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public:
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// Constructor and Destructor
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ElevatorPhysClass( void );
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virtual ~ElevatorPhysClass( void );
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// RTTI
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virtual ElevatorPhysClass * As_ElevatorPhysClass(void) { return this; }
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// Definitions
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void Init( const ElevatorPhysDefClass & definition );
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const ElevatorPhysDefClass * Get_ElevatorPhysDef( void ) const { WWASSERT( Definition ); return (ElevatorPhysDefClass *)Definition; }
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// Save / Load
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virtual bool Save( ChunkSaveClass & csave );
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virtual bool Load( ChunkLoadClass & cload );
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virtual const PersistFactoryClass & Get_Factory( void ) const;
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virtual void Save_State( ChunkSaveClass & csave );
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virtual void Load_State( ChunkLoadClass & cload );
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// Timestep
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virtual void Timestep( float dt );
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// State import/export
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static void Set_Precision(void);
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// AI support
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bool Can_Object_Enter (SmartGameObj *game_obj);
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bool Can_Object_Exit (SmartGameObj *game_obj);
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void Request_Elevator (SmartGameObj *game_obj);
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int Get_Floor (void);
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bool Is_Moving (void) const { return (State == STATE_MOVING_UP || State == STATE_MOVING_DOWN); }
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void Set_Current_Rider (ScriptableGameObj *rider) { CurrentAIRider = rider; }
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ScriptableGameObj * Get_Current_Rider (void) { return CurrentAIRider; }
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enum {
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STATE_DOWN = 0,
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STATE_MOVING_UP,
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STATE_UP,
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STATE_MOVING_DOWN,
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STATE_MAX
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};
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enum {
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DOOR_STATE_NORMAL = 0,
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DOOR_STATE_UNLOCKED,
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DOOR_STATE_ACCESS_DENIED,
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DOOR_STATE_MAX
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};
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protected:
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void Get_Door_Transform( bool is_top, Matrix3D &tm );
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void Update_Sound_Effects( void );
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void Play_Effect( int effect_id, bool is_top );
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void Update_State(void);
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void Set_State( int new_state );
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void Set_Door_State( int new_state, int door_id );
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enum {
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TOP = 0,
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BOTTOM = 1
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};
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int State;
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int DoorStates[2];
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float CheckTimer;
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AudibleSoundClass * MovingSoundObj;
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float PrevFrame;
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bool IsCallTimerSet;
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float CallTimer;
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int TriggerRequest;
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GameObjReference CurrentAIRider;
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bool Triggered( int zone_id );
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friend class ElevatorNetworkObjectClass;
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};
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#endif // ELEVATOR_H
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